Esempio n. 1
0
def construct_sphere(radius=1, cx=0, cy=0, cz=0, u_res=10, v_res=10):
    """
  Constructs a uv sphere mesh.

  Optional Arguments:
  ----------
  radius : float<br>
    The radius of the sphere.<br>
  cx,cy,cz : float<br>
    The coordinates of the center point.<br>
  u_res : float<br>
    The u resolution of the sphere.<br>
  y_res : float<br>
    The v resolution of the sphere.
  """

    mesh = Mesh()
    for v in range(v_res + 1):
        theta = math.pi * (float(v) / v_res)
        for u in range(u_res):
            phi = 2.0 * math.pi * (float(u) / u_res)
            cartesian = _polar_to_cartesian(radius, theta, phi)
            mesh.add_vertex(cartesian[0] + cx, cartesian[1] + cy,
                            cartesian[2] + cz)

    #work around weld_vertices problem
    v_top = mesh.vertices[0]
    v_bottom = mesh.vertices[v_res * u_res + u_res - 1]

    for v in range(v_res):
        for u in range(u_res):
            v0 = mesh.vertices[v * u_res + u]
            v1 = mesh.vertices[(v + 1) * u_res + u]
            v2 = mesh.vertices[(v + 1) * u_res + (u + 1) % u_res]
            v3 = mesh.vertices[v * u_res + (u + 1) % u_res]
            if (v == 0):
                mesh.add_face([v_top, v1, v2])
            elif (v == v_res - 1):
                mesh.add_face([v0, v_bottom, v3])
            else:
                mesh.add_face([v0, v1, v2, v3])
    mesh.update_topology()
    return mesh
Esempio n. 2
0
def numpy_to_voxel_mesh(voxel_bools, voxel_colors):
    """Returns the Mesh of a voxel geometry that is described by Numpy Arrays.

    Arguments
    ----------
    voxel_bools : numpy.ndarray
        Numpy Array of shape (nX,nY,nZ) and dtype=bool where True corresponds to a Solid voxel and False corresponds to a Void voxel.
    voxel_colors : numpy.ndarray
        Numpy Array of shape (nX,nY,nZ,3) containing r,g,b values for each voxel.
    """
    #add one dimension if input is 2d
    if voxel_bools.ndim == 2 and voxel_colors.ndim == 3:
        voxel_bools = voxel_bools[:,:,np.newaxis]
        voxel_colors = np.expand_dims(voxel_colors, axis=2)


    shape = voxel_bools.shape
    nx, ny, nz = shape[0], shape[1], shape[2]
    mesh = Mesh()
    for index in np.ndindex(shape):
        x = index[0]
        y = index[1]
        z = index[2]
        if voxel_bools[x, y, z]:
            # (x,y) (x1,y) (x1,y1) (x,y1)
            r = voxel_colors[x, y, z, 0]
            g = voxel_colors[x, y, z, 1]
            b = voxel_colors[x, y, z, 2]
            # rgb=voxel_colors[x,y,z]
            rgb = (r, g, b, 1)
            if x == nx - 1 or not voxel_bools[x+1, y, z]:
                v1 = mesh.add_vertex(x + 1, y, z)
                v2 = mesh.add_vertex(x + 1, y + 1, z)
                v3 = mesh.add_vertex(x + 1, y + 1, z + 1)
                v4 = mesh.add_vertex(x + 1, y, z + 1)
                new_face = mesh.add_face([v1, v2, v3, v4])
                new_face.color = rgb
            if x == 0 or not voxel_bools[x-1, y, z]:
                v1 = mesh.add_vertex(x, y + 1, z)
                v2 = mesh.add_vertex(x, y, z)
                v3 = mesh.add_vertex(x, y, z + 1)
                v4 = mesh.add_vertex(x, y + 1, z + 1)
                new_face = mesh.add_face([v1, v2, v3, v4])
                new_face.color = rgb
            if y == ny - 1 or not voxel_bools[x, y+1, z]:
                v1 = mesh.add_vertex(x + 1, y + 1, z)
                v2 = mesh.add_vertex(x, y + 1, z)
                v3 = mesh.add_vertex(x, y + 1, z + 1)
                v4 = mesh.add_vertex(x + 1, y + 1, z + 1)
                new_face = mesh.add_face([v1, v2, v3, v4])
                new_face.color = rgb
            if y == 0 or not voxel_bools[x, y-1, z]:
                v1 = mesh.add_vertex(x, y, z)
                v2 = mesh.add_vertex(x + 1, y, z)
                v3 = mesh.add_vertex(x + 1, y, z + 1)
                v4 = mesh.add_vertex(x, y, z + 1)
                new_face = mesh.add_face([v1, v2, v3, v4])
                new_face.color = rgb
            if z == nz-1 or not voxel_bools[x, y, z+1]:
                v1 = mesh.add_vertex(x, y, z + 1)
                v2 = mesh.add_vertex(x + 1, y, z + 1)
                v3 = mesh.add_vertex(x + 1, y + 1, z + 1)
                v4 = mesh.add_vertex(x, y + 1, z + 1)
                new_face = mesh.add_face([v1, v2, v3, v4])
                new_face.color = rgb
            if z == 0 or not voxel_bools[x, y, z-1]:
                v1 = mesh.add_vertex(x, y + 1, z)
                v2 = mesh.add_vertex(x + 1, y + 1, z)
                v3 = mesh.add_vertex(x + 1, y, z)
                v4 = mesh.add_vertex(x, y, z)
                new_face = mesh.add_face([v1, v2, v3, v4])
                new_face.color = rgb
    mesh.update_topology()
    return mesh